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Unified Diff: src/gpu/GrDrawState.cpp

Issue 608253002: Add isSingleComponent bool to getConstantColorComponent (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Update comment and nits Created 6 years, 3 months ago
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Index: src/gpu/GrDrawState.cpp
diff --git a/src/gpu/GrDrawState.cpp b/src/gpu/GrDrawState.cpp
index 872d20a1ab48cb0c9ae6b0e93fb066a4a3e9fa7c..d79ad17d13523cc625b4e67632d94a27534f0393 100644
--- a/src/gpu/GrDrawState.cpp
+++ b/src/gpu/GrDrawState.cpp
@@ -421,26 +421,26 @@ bool GrDrawState::hasSolidCoverage() const {
return true;
}
- GrColor coverage;
- uint32_t validComponentFlags;
+ GrProcessor::InvarientOutput invarientOutput;
+ invarientOutput.isSingleComponent = false;
// Initialize to an unknown starting coverage if per-vertex coverage is specified.
if (this->hasCoverageVertexAttribute()) {
- validComponentFlags = 0;
+ invarientOutput.validFlags = 0;
} else {
- coverage = fCoverage;
- validComponentFlags = kRGBA_GrColorComponentFlags;
+ invarientOutput.color = fCoverage;
+ invarientOutput.validFlags = kRGBA_GrColorComponentFlags;
}
// Run through the coverage stages and see if the coverage will be all ones at the end.
if (this->hasGeometryProcessor()) {
const GrGeometryProcessor* gp = fGeometryProcessor->getGeometryProcessor();
- gp->getConstantColorComponents(&coverage, &validComponentFlags);
+ gp->computeInvarientOutput(&invarientOutput);
}
for (int s = 0; s < this->numCoverageStages(); ++s) {
const GrProcessor* processor = this->getCoverageStage(s).getProcessor();
- processor->getConstantColorComponents(&coverage, &validComponentFlags);
+ processor->computeInvarientOutput(&invarientOutput);
}
- return (kRGBA_GrColorComponentFlags == validComponentFlags) && (0xffffffff == coverage);
+ return invarientOutput.hasOpaqueColor();
}
//////////////////////////////////////////////////////////////////////////////
@@ -755,55 +755,54 @@ GrDrawState::BlendOptFlags GrDrawState::getBlendOpts(bool forceCoverage,
bool GrDrawState::srcAlphaWillBeOne() const {
- uint32_t validComponentFlags;
- GrColor color;
+ GrProcessor::InvarientOutput invarientOutputColor;
+ invarientOutputColor.isSingleComponent = false;
// Check if per-vertex or constant color may have partial alpha
if (this->hasColorVertexAttribute()) {
if (fHints & kVertexColorsAreOpaque_Hint) {
- validComponentFlags = kA_GrColorComponentFlag;
- color = 0xFF << GrColor_SHIFT_A;
+ invarientOutputColor.validFlags = kA_GrColorComponentFlag;
+ invarientOutputColor.color = 0xFF << GrColor_SHIFT_A;
} else {
- validComponentFlags = 0;
- color = 0; // not strictly necessary but we get false alarms from tools about uninit.
+ invarientOutputColor.validFlags = 0;
+ // not strictly necessary but we get false alarms from tools about uninit.
+ invarientOutputColor.color = 0;
}
} else {
- validComponentFlags = kRGBA_GrColorComponentFlags;
- color = this->getColor();
+ invarientOutputColor.validFlags = kRGBA_GrColorComponentFlags;
+ invarientOutputColor.color = this->getColor();
}
// Run through the color stages
for (int s = 0; s < this->numColorStages(); ++s) {
const GrProcessor* processor = this->getColorStage(s).getProcessor();
- processor->getConstantColorComponents(&color, &validComponentFlags);
+ processor->computeInvarientOutput(&invarientOutputColor);
}
// Check whether coverage is treated as color. If so we run through the coverage computation.
if (this->isCoverageDrawing()) {
// The shader generated for coverage drawing runs the full coverage computation and then
// makes the shader output be the multiplication of color and coverage. We mirror that here.
- GrColor coverage;
- uint32_t coverageComponentFlags;
+ GrProcessor::InvarientOutput invarientOutputCoverage;
+ invarientOutputCoverage.isSingleComponent = false;
if (this->hasCoverageVertexAttribute()) {
- coverageComponentFlags = 0;
- coverage = 0; // suppresses any warnings.
+ invarientOutputCoverage.validFlags = 0;
+ invarientOutputCoverage.color = 0; // suppresses any warnings.
} else {
- coverageComponentFlags = kRGBA_GrColorComponentFlags;
- coverage = this->getCoverageColor();
+ invarientOutputCoverage.validFlags = kRGBA_GrColorComponentFlags;
+ invarientOutputCoverage.color = this->getCoverageColor();
}
// Run through the coverage stages
for (int s = 0; s < this->numCoverageStages(); ++s) {
const GrProcessor* processor = this->getCoverageStage(s).getProcessor();
- processor->getConstantColorComponents(&coverage, &coverageComponentFlags);
+ processor->computeInvarientOutput(&invarientOutputCoverage);
}
// Since the shader will multiply coverage and color, the only way the final A==1 is if
// coverage and color both have A==1.
- return (kA_GrColorComponentFlag & validComponentFlags & coverageComponentFlags) &&
- 0xFF == GrColorUnpackA(color) && 0xFF == GrColorUnpackA(coverage);
-
+ return (invarientOutputColor.hasOpaqueAlpha() && invarientOutputCoverage.hasOpaqueAlpha());
}
- return (kA_GrColorComponentFlag & validComponentFlags) && 0xFF == GrColorUnpackA(color);
+ return invarientOutputColor.hasOpaqueAlpha();
}

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